Okay, thought I'd see if there was any interest in a possible game based on the TV series Firefly, and the movie Serenity. It would take place sometime between where the series left off, and before the movie. It would revolve around the exploits of the captain and crew of another Firefly class transport ship, in a universe that mixes the Old West with spaceships and other high tech. No aliens, sorry.

One of my questions... its been a while since I've seen anything related to Firefly.. what are the religions in the shows, and are things like superstitions touched on at all? A religious or superstitious hired gun might be an interesting character...

First Companions are high high high end courtesans not diplomats and I'd love to be one.

As for religion its seems very eclectic but Shepherds are all well respected- seems to me make one up off a Earth religion as a base. Or get creative.

As far as I could tell there are not singular major religion but there was little on the Core Systems I would think a Catholic Orthodox like faith is likely around in some form.

If you can help me I would like to play a Companion, don't know the rules though at all since its a minor system. I was thinking the daughter of a Bishop or some other major core worlds person that happened to take up the Companion trade. Is legal and a perfectly acceptable carreer for a woman. Might also be working for Alliance Intelligence .

First Companions are high high high end courtesans not diplomats and I'd love to be one.

As for religion its seems very eclectic but Shepherds are all well respected- seems to me make one up off a Earth religion as a base. Or get creative.

As far as I could tell there are not singular major religion but there was little on the Core Systems I would think a Catholic Orthodox like faith is likely around in some form.

If you can help me I would like to play a Companion, don't know the rules though at all since its a minor system. I was thinking the daughter of a Bishop or some other major core worlds person that happened to take up the Companion trade. Is legal and a perfectly acceptable carreer for a woman. Might also be working for Alliance Intelligence .

Could be fun.

The RPG mentions that the two major religions are Budhism and Christianity. Many other religions are out there as well. I did say that Inara was something of an ambassador, mainly because she opens doors to Mal and comapny with people in high society that would otherwise be closed to them.

And yes, it is acceptable for a woman to become a Companion. Although it is something that would take many years of training. Not so sure about a Companion working for Alliance Intelligence. I could she her having friends there, but not actually being in Alliance Intelligence?

Ok, either of those would be fine. Not to sure how the civilian on the run would work, long term, especially with a possible Alliance Intelligence on board. But, it is fine, will have to think about it.

Will try to get some more info up in the morning, for now, must go, get ready for work. :(

The RPG mentions that the two major religions are Budhism and Christianity. Many other religions are out there as well. I did say that Inara was something of an ambassador, mainly because she opens doors to Mal and comapny with people in high society that would otherwise be closed to them.

And yes, it is acceptable for a woman to become a Companion. Although it is something that would take many years of training. Not so sure about a Companion working for Alliance Intelligence. I could she her having friends there, but not actually being in Alliance Intelligence?

Could use a medic of some kind. It is a dangerous 'verse after all.

Cool. Any idea for what kind of character you'd want to play.

Well in the TV series a Companion was a seductress and worked with criminals. I could see one being brought into Alliance Intelligence they have lots and lots of skills, social connections and the like. Hell Mata Hari in thee real world was a seductress and spy would be no different. I figure she would just collect information and then meet a client that happened to be her contact to pass it on. And I must point out all Companions go to a school for that starting young not the sex right away but Inara in the show could pilot shuttles, fence with rapiers, knew martial arts, etiquette, heraldry, customs, psychology, art, culture and religion not to mention skills in sexual services. And I suspect there were some male ones although less common would assume a few were. So the Alliance wouldn't relish getting one on the payroll I think they would jump at it. I'm not sure but Inara spent several years at a Companion School so I would think it would be at least 4 years starting maybe at 16 or 17 with sex training later on.

And for her there are benefits like if the crew get into hot water with the military she would have ample safety, allies in high places and the like. Plus the role-playing opportunities.

As for someone on the run it depends on from what. If they are highly sought like the doctor and runaway psionic then yep. If a criminal she might keep tabs on him or her but maybe because she was ordered to get the bigger fish- example if they are terrorists maybe the bosses want to catch more so she is to stay low key.

I also considered making her anti-unification and on the outer rim becasue she pissed off a few people too high up the food chain in the Alliance so relocated- not a criminal but out of favor.

I don't think a Companion would work for Alliance Intelligence. I could see them having friends there, or contacts, but being part of it, no. Would think that Companions would keep confidentiality of their clients, and one turning out to be passing secrets on would quickly find themselves kicked out of the Guild once it becomes known. The last thing the Companion's Guild could afford was the scandal that they could not or would not keep anything a client may have told them secret. According to Inara, "Companions don't kiss and tell." If it got out that Companions couldn't be trusted, think they would be out of business in short order.

One idea, maybe your character did pass along secrets to Intelligence, and got caught, and was kicked out of the Guild. She might be out, on the frontier worlds, trying to make a living? Doing odd favors for her Intel contact from time to time?

And yes, there are male Companions. In one of the deleted scenes for Serenity, as Inara is instructing students, there are many girls kneeling and watching, also, several men. I would guess they are also male Companions. The RPG gives stats for male NPC Companions (which are the same as the female NPC Companions).

I don't think a Companion would work for Alliance Intelligence. I could see them having friends there, or contacts, but being part of it, no. Would think that Companions would keep confidentiality of their clients, and one turning out to be passing secrets on would quickly find themselves kicked out of the Guild once it becomes known. The last thing the Companion's Guild could afford was the scandal that they could not or would not keep anything a client may have told them secret. According to Inara, "Companions don't kiss and tell." If it got out that Companions couldn't be trusted, think they would be out of business in short order.

One idea, maybe your character did pass along secrets to Intelligence, and got caught, and was kicked out of the Guild. She might be out, on the frontier worlds, trying to make a living? Doing odd favors for her Intel contact from time to time?

And yes, there are male Companions. In one of the deleted scenes for Serenity, as Inara is instructing students, there are many girls kneeling and watching, also, several men. I would guess they are also male Companions. The RPG gives stats for male NPC Companions (which are the same as the female NPC Companions).

Good points then I'll favor the Companion plying her trade in the frontier likely opposing Unification and from a strong military family on maybe the big military planet of the Alliance must have one with academies, training camps, fleet operations and the like. So clearly felt kind of unwelcome.

I will do that I figure a Companion to be that is just out of favor with her target customers- I'll make her father a Admiral and war hero during the Unification War with the rest of the family well-connected some prominant spouses, maybe a Senator and a few Lobbyists for military interests so being against the war would make her have to find other work locations.

I can see that. Some of those governors appointed to rule the conquered Rim planets would probably be as big supporters of the war as much of her family was. But some, probably lower level leaders, left there because they were thought to be "politically reliable," might be opposed to the Alliance, or at least unhappy with its heavy handed ways.

And don't forget, she will have to head for the Central planets at least once a year, for her phyiscal, if nothing else.

Well she's not a criminal and may be out of favor with her family she is loyal to the Alliance. To her it was just a matter of like the American Revolutionary War the English could have governed lightly and let the colonies levy taxes for the Crown and traded. That was her view let the rim colonies trade and pay taxes self-governed to a great degree and avoid a conflict. It was just a foolish move even though the Alliance won the long term political and public relations damage was very high.

She figures she was on the losing Dove position and that's that but no use being all huffy about it and she does love her family. She sure disagrees with them on this that doesn't mean she is not a loyal daughter.

I think I misunderstood. I had thought she favored the Independents, maybe not with any actual aid, but in her arguements with the family. But, she was anti-war than pro-Independents. Okay. Think I would still create some... tensions with the more hard-line members of her family, but not to the point the family would disown her. At least, most of them.

Will try to get some stuff up in the morning about character generation. How about sounding off, let me know who is still interested, and what positions you want.

Here is a list of the skills, Assets (things that give your character an edge over those around you), and Complications (which make life more.... interesting). Take a look, see if anything strikes your fancy.

TRAITSAssets-Allure (Major)Registered Companion (Minor)Sweet and Cheerful (Minor)ComplicationsAllergy: Alcohol (Minor) not sure here I have extra points from taking attributes so just need one for flavor

All six attributes at D8. (went for a very well rounded person that would be above-average)

Skills am not sure about how do they work when buying them? I take it I get one general rating in a skill like Animal Handling and can take Ride as a specialty under that, A Companion is likely to dabble all over and have some strong areas so I have to understand the rules here.

Any ideas on skills I figure Influence is big but she should have other skills what does a normal companion NPC have I would think some area of special interest to make her more appealing as a escort, some self-defense skills and hobbies I was thinking of this spread-

TraitsFightin' Type (Minor)-Jason's been fighting and doing various mercenary jobs for the past 8 years. Because of this, he's learned a few things about fighting.Mean Left Hook (Minor)-Jason's punch has grown strong over the years of practice.Things go Smooth (Major)-Jason always seems lucky in whatever he does. Whether that is coincidence or because of his superstition, it is unsure.Athlete (Major)-Jason has always been quite a bit of an athlete, and insists on keeping his body in top shape.Friends in Low Places (Minor)-Before joining the crew, Jason worked with an arms dealer, who was rather successful and popular. Because of this, Jason has met quite a few people in some very low places.

ComplicationsLoyal (Minor)-Jason has always been loyal to associates and employers, which is bad for his mercenary business, and leaves him with little money.Phobia (Minor)-Jason has a deepseeded fear of pools of water, though doesn't talk about it much.Superstitious (Minor)-Jason is extremely superstitious, and follows many sorts of rituals and carries around charms and such to ward off bad luck, and to keep the good.Traumatic Flashes (Minor)-Jason has occassional traumatic flashes to parts of his life that he doesn't talk about, though for the most part, it occurs around water.Deadly Enemy (Minor)-For a reason that Jason doesn't talk about very often, an Alliance higher-up Allen McPhearson is hunting him.

Wow, didn't think y'all would go ahead and get started on creating characters. Just wanted you to look the lists of Traits and Skills over, see what struck your fancy.

Real quick explanations for those traits;Two fisted- You can use either hand equally well, and incur no off-hand penalty.Things Go Smooth- Once per session, you can reroll any action, except for Botches (bad thing, happens when all the die rolled are a 1.) As a Major trait, you can make 2 rerolls, including Botches.Things Don't Go Smooth- Bad luck follows you around. Once per session, the GM can make you reroll an action, and take the lowest roll. As a Major trait, the GM can make you reroll 2 actions.Ego Signature- You consistently leave some sort of clue at the scene of your crimes. It doesn't have to be obvious, or lead directly back to you, but it could lead someone to you, or be used to frame you.Chip on the Shoulder- You can't walk away from an insult or a taunt. You have a -2 step penalty in any peacebale socail actions with even a hint of tension. As a Major trait, any time you suffer Wound damage, you go completely beserk, concentrating on taking down the guy who hurt you.Cortex Specter- As a minor trait, the only record of your existance is your birth records. As a Major trait, there are NO records of your existance. Note, it can be a problem, credit could be denied, you might not be allowed to check in the emergency ward at an Aliiance hospital, and if the Alliance arrests you, just remember, you don't exist.

Am not sure if I or the website explained how Skill step bonuses and penalties worked. The progression starts at d2, then d4, then d6, on up to d12, then d12+d2, then d12+d4, and so on. If there was a Skill Step bonus of 2, and you have a d6 normally, it would become a d10. And if there was a penalty of 2, that d6 would become a d2.

Mindhazingsquid, I would suggest the Talented Asset. It gives a skill bonus of 2 to a skill specialty. As a Major trait, improving the skill after play starts is cheaper.